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Software studies is an academic research field which studies software systems and their cultural effects.

Contents

[edit] Overview

Software studies is interdisciplinary field of research, approaching software both as a technical artifact and from perspectives of the humanities and social sciences such as software history, software art criticism, software sociology, and cultural studies approaches to software.

Software studies is an emerging field. Recent firsts include the first published volume of essays (Matthew Fuller's "Software Studies: a Lexicon"),[1] the first academic program (Lev Manovich and Noah Wardrip-Fruin's "Software Studies Initiative" at U. California San Diego),[2] and the first conference events (Software Studies Workshop 2006 and SoftWhere 2008).[3][4]

While software studies approaches are often unlike the approaches of computer science or software engineering, which concern themselves primarily with software in information theory and in practical application, these fields all share emphasis on computer literacy, particularly in the areas of programming and source code. This emphasis on analyzing software sources and processes (rather than simply interfaces) often distinguishes software studies from academic studies of new media, which are usually restricted to discussions of interfaces and observable effects.

[edit] History

The conceptual origins of software studies include Marshall McLuhan's focus on the role of media in themselves, rather than the content of media platforms, in shaping culture. Early references to the study of software as a cultural practice appear in Matthew Fuller's 'Behind the Blip, essays on the culture of software'[5]Lev Manovich's Language of New Media[6] and Friedrich Kittler's essay, "Es gibt keine Software."[7] Much of the impetus for the development of software studies has come from videogame studies, particularly platform studies, the study of videogames and other software artifacts in their hardware and software contexts. New media art, software art, motion graphics, and computer-aided design are also significant software-based cultural practices, as is the creation of new protocols and platforms.

[edit] Examples

An example of the trend in software studies towards the analysis of source code is Mark Marino's manifesto "Critical Code Studies".[8] Software studies approaches may involve not only reading but also writing code. An example is Noah Wardrip-Fruin's Expressive Processing,[9] a book on software studies topics whose experimental online peer review was conducted using custom blog software developed with Institute for the Future of the Book[10]. يا متناكين

[edit] References

  1. ^ Fuller, Matthew (2008). Software Studies: a lexicon. The MIT Press. http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11476. 
  2. ^ Software Studies Initiative @ UCSD official website
  3. ^ Software Studies Workshop Rotterdam 2006 conference website
  4. ^ SoftWhere: Software Studies Workshop San Diego 2008 conference website
  5. ^ Fuller, Matthew (2003). Behind the Blip, essays on the culture of software. Autonomedia. pp. 165. ISBN 1570271399 (hc. : alk. paper). 
  6. ^ Manovich, Lev (2001). The language of new media. MIT Press. pp. xxxix, 354. ISBN 0262133741 (hc. : alk. paper). 
  7. ^ Kittler, Friedrich (1993). "Es gibt keine Software". Draculas Vermächtnis: Technische Schriften. Leipzig: Reclam. pp. 225–242. 
  8. ^ Marino, Mark (2006-12-04), "Critical Code Studies", Electronic Book Review, http://www.electronicbookreview.com/thread/electropoetics/codology 
  9. ^ "Wardrip-Fruin, Noah (2009). Expressive Processing. The MIT Press. 
  10. ^ Young, Jeffrey R. (2008-02-01), "Blog Comments vs. Peer Review: Which Way Makes a Book Better?", The Chronicle of Higher Education (Washington D.C.) 54 (21): A20, http://chronicle.com/free/v54/i21/21a02001.htm 

[edit] See also




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